Yeah, radiation is definitely not the correct word for it, and I prefer @KabbyDankGod's idea. I'm not into the lore, but some kind of Mana overload or disturbance could perhaps be created. It could act as radiation. Leaving that up to the content team though.
Welcome Faxed!
We appreciate the kind words and you having faith in what we do. If you have any questions about the project, don't hesitate to simply ask us or anyone around.
Thanks to Discord user EWS for pointing out some references to make clear that this *is* possible if we wanted to implement it. I wasn't fully sure if it.
Only stating it's possible, a vote will have to decide whether or not we want this.
The map is opened by pressing a key on your keyboard, as explained on the hotbar mechanics wiki. You're not limited by anything, you can open and close the map as you wish. There's no problem there.
What is a problem however; how do you activate your 2nd weapon? Have you tried taking two swords...
I also do disagree with this suggestion, simply because in my eyes we have a better alternative for this. Every class has its own (unique) 3 branches, which all make sense for that class. If the suggestion is mainly focused around adding depth, or more detail into the combat mechanics, then I...
Welcome Aaron!
Everyone is welcome to be part of the community, so don't worry. If you haven't already, please join our Discord server. It's a lovely place where the community really comes together.
Also, don't forget to sign up for the alpha release if you're looking to participate in testing...
No theere isn't. If we let people join in waves (smaller groups), then it's flow is controlled and there is no tsunami. Kinda the entire point of what I mentioned earlier ;)
I would argue that it fundamentally does not matter that much when we release. Of course a certain period not straight up during the holidays (like during Christmas) would be nice, but it's not like alpha lasts 3 days and then shuts down again. Alpha is a continuous stage of testing where we...
Bit off topic for this thread, but any dropped item is bound to a character and cannot be picked up by anyone else. If you would want to trade with someone, you'd have to do that through a trading mechanism, which would involve a custom inventory where you both define your trade, confirm twice...
Yes. While seasons could come with the more serious changes as discussed above, things like map adjustments would be very cool as well. I think the main question that remains as of now is how long an in-game season should be. There is still a bit of debate and opinion differences there.
We discussed this in Discord a small bit, and do think that several already agreed that seasons should not change spells, weapons or armor as it could become too hectic and confusing, especially to new players. It should mostly be limited to professions, which is what the more experienced...
The problem with this is that it does need to scale with the amount of players. Imagine a shopkeeper only has 10 potatoes, and 12 people want to buy one potato. That's fine, then we just need 2 potatoes from somewhere else and the NPC can please the majority of people who wanted their potato...
I'd argue it's way too short. If a season implements gameplay effecting elements, such as farms being less effective in the winter, then I would argue that a season should be like a month long in real life time, otherwise the ingame implications are just useless. If your farm is less effective...
I think the obvious question here is; what interval? How long is a season, and I'm sure while we're at it, how long would you suggest a Minecraft day/night to be? What kind of effects should be given in-game depending on a season? Winter could obviously debuf any farming profession by a chunk...
Not gonna lie I think it's a great name. It's nice and original, and it has a nice feel to it. I'd honestly keep it, where is there no Yes option to vote on? :D
It heavily depends what we want, but one thing you could look at is to have it activity based. You could make it so that if you do not keep training your profession, you will lose experience in it. For example, if I master out smithing, and I don't do any smithing for 24 hours (of gameplay...
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